Artemis Entreri

Rasim's page

74 posts. Alias of Rocan.


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Grats to the four chosen, have fun you guys.


I feel your pain Reb, I'd like my Con to be higher as well.

Though that opening for the substitute(s) is pretty broad then. I could have tried my scheming Sorcerer idea as well then. Scheming but a real blaster nonetheless. So many options available.

As to my current Barbarian I stilll feel he misses something more in his story. See him as an eager to do his duty second-in-command or favoured underling. Set him a goal and he will fulfill it no matter the costs, he needs guidance besides his obvious hatred for the narrow-minded thinking he has endured.

Also Bonus Points for anyone recognizing which iconic character my Barbarian would like to imitate. Edit: Normally he has not been through such trials


HP: 12 + 3d12 + 4 + 4 ⇒ 12 + (10, 11, 12) + 4 + 4 = 53

Moloc ‘Spiky’ Romoth:

Moloc ‘Spiky’ Romoth
Male Tiefling (Demodand-Spawn) Barbarian(Invulnerable Rager) 4
LE Medium Outsider (Native)
Init +3; Senses: Perception +9, Darkvision

--------------------
DEFENSE
--------------------

AC 18, touch 11, flat-footed 17. . (+1 NA, +1 Dex, +6 Armor) Fire resistance 5
DR 2/-
HP 53 (12 +3d12+4+4)
Fort +5, Ref +2, Will +5

--------------------
OFFENSE
--------------------

Speed 30 ft. (Medium Armor) (+10ft when running, charging or withdrawing.)
Melee: Scythe +9 ( +4 Str, +4BAB, +1mwrk)(2d4+6/x4)
With Power Attack +7 (2d4+6+6/x4)

Earthbreaker +9 (+4 Str, +4 BAB, +1 mwrk) (2d6+6/x3)
Power Attack +7 (2d6+6+6/x3)

Javelin (2) + 5 (+4 BAB +1 Dex) (1d6+4/x2) 30 feet range
--------------------
STATISTICS
--------------------

Str 18, Dex 12, Con 12 (9+2+1), Int 10 (12-2), Wis 18 (16+2), Cha 8
Base Atk +4; CMB +8; CMD 19 (10 +4 Str +1 Dex +4 BAB)
Feats: Power Attack (-2+4)(1st), Endurance (3rd)
Traits:
Crime (Murder): Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.

Bloodthirsty: Benefit: Whenever you make an attack that reduces a foe to 0 hit points or fewer or you confirm a critical hit, your attack deals 1 additional point of damage. The additional damage is a trait bonus, and is multiplied by your weapon's critical hit multiplier.
Skills: Acrobatics 1 rank (+5), Climb 1 ranks (+8), Intimidate 4 ranks (+6), Perception 4 ranks (+11), Profession (Torturer) 1 rank (+8), Sense Motive 4 ranks (+8), Swim 1 rank (+8) (AC penalty -3, -0 for Climb or Acrobatics to jump)
Languages: Common, Infernal
Combat Gear: Mwrk Scythe (318gp, 10lbs), mwrk Earthbreaker (340gp, 14 lbs), mwrk Agile Breastplate (550 gp, 25lbs), 2 Javelins (2gp, 4lbs)
Other Gear: Cloak of Resistance +1 (1000gp), 2 blankets (1gp, 6lbs), food equalling 6 trail rations (3gp, 6lbs), mwrk backpack (50gp, 4lbs), Peasant’s Outfit (1sp, 2lbs), Tabard of the Salt Mine Guards (5 gp, 1lb), Belt Pouch (1gp, 0,5lbs), Bandolier (5sp), 2 waterskins (2gp, 8lbs), Hip Flask filled with Whiskey (11gp, 0,5lbs), Chain (30gp, 2lbs), crowbar, (2gp, 5lbs), 2 potions of CLW (100gp), 100ft silk rope (20gp, 10lbs).
Encumbrance: 78 lbs; Light Load, (Light Load up to 116lbs, Medium up to 233lbs)
Money Spent: 2435,6gp spent, 64,4 gp left
--------------------
SPECIAL ABILITIES
--------------------
Racial Traits
Demodand Spawn Tiefling. They gain +2 Con, +2 Wis, and –2 Int.
Speed: Tieflings have a base speed of 30 feet.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.
Scaled Skin The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.
Fiendish Sprinter Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.
Spell-like ability: Demodand-Spawn Tieflings can use Bear’s Endurance once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.
Class Abilities
Fast Movement (Ex)
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
Rage (Ex)
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to herStrength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
(11/rounds/day)
Rage Powers:
Lesser Fiend Totem Benefit: While raging, the barbarian grows a pair of large horns, gaining a gore attack. This attack is a primary attack (unless she is also attacking with weapons, in which case it is a secondary attack) and is made at the barbarian’s full base attack bonus (–5 if it is a secondary attack). The gore attack deals 1d8 points of piercing damage (1d6 if Small) plus the barbarian’s Strength modifier (1/2 if it is a secondary attack).
Reckless Abandon (Ex)
Benefit: While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.
Invulnerability (Ex)
At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.
This ability replaces uncanny dodge, improved uncanny dodge, anddamage reduction.
Extreme Endurance (Ex)
At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.
This ability replaces trap sense.

Favored Class Bonus: Barbarian (+4HP)

Background:

Moloc had always been strong even as a youth. His strength was always attributed to his heritage, it was said powerful and strong demons bred into his family, perhaps even so close as his absent mother, whatever happened to her he didn’t know.
He always loathed the other child urchins, even at a young age, he had broken out and escaped from the obligatory orphanage where abandoned children grew up. He preferred to live out alone on the streets than with those do-gooder and strict old hags living there. They had treated him with such disdain ever since he could remember, punishing him for almost every misdemeanor or mistake he made, eventually he grew accustomed to their displinary methods of applying ‘pain’, it was just another rite to go through. I talmost felt as though they wanted to beat the fiednish blood out of him.
”A disfavoured of Mitra.”, ”His mother must’ve been a harlot and a sinner” and most of all he heard the following sentence: ”Pay attention to him, the devil’s inside of him, that demon-brood.”
Fine then he thought to himself all those years back, I’ve had enough of this place anyway.
He found himself going towards the handyman’s closet, picking up a crowbar from among the tolls to break open the door. When he was near the door, two older boys waited for him, arms crossed. ”You’re not going out, the ladies forbid it. Moloch!”
He had always hated that name when he First heard it being directed at him, it apparently was a name of an elder demon or so the tale went. Great, here I was hoping to sneak out unseen. Damn them holier than thou maggots.
Though Moloc was younger than they were, he was also bulkier and stronger, his skin harder than theirs. He felt the rage building inside of him, he had enough of this place and would even like to see it crashing to the ground and these two punks wouldn’t stand in his way. The ensuing fight was short and loud, the boys hit Moloc, but that seemed to only fuel his anger and power. Moloc hit them both with the crowbar, hard too and when the caretakers came down to investigate they only saw the boys unconscious, several bruises and minor trauma apparent. The door was open, broken at the sides, the locks destroyed in the process, Moloc was nowhere to be seen.
In the following years, Moloc spent his time going north, surviving most of his early teens alone until he met a black-robed man on the roads. The man never gave his name not even in the years to come, but only said this to him: ”I’ve heard of a red menace on the country roads. If you’re him I could use you.”
Though skeptical at first, Moloc became curious, this man wasn’t only not scared of him, he actually sought him out. Though the man’s true motives were unclear, the man offered him a new place, somehwere Moloc believed would be less judgemental than the orphanage and less harsh than living alone on the roads. He took the man up on his offer.

His new home also became his new training place, a small cottage outside of his old home city. In there his new master and keeper gave him a training schedule, expecting him to follow it. ”You do this for me and later tasks I give you and you can expect a good life here, one of comfort and of respect, at least from certain other employees I have.”
Most of the training involved Moloc doing hard labor, but it was also trying to perceive his master’s intentions as he spoke, learn to watch his surroundings and be subjected to extreme conditions in and outside the cottage. Blistering hot fires, sleeping out in the cold, being stung by multiple hornets, apparently his master’s intention was to make him oblivious to his own pain, but fairly known with it to inflict it onto others.
His first tasks did confirm his line of thought. He needed to get information, the hard way, either mentally or physically. He usually decided to do both, especially when it concerned some full-of-himself high ranking citizen. He had both his strength and body-size to intimidate his targets, though he had learned to also extract information via other means, actually enjoying that last specific bit i fit was needed. He dutifully fed his master the information he needed over the past seven years, mostly ambushing people he needed to question on the roads, sometimes within the city limits. In the city he was still branded as some sort of abomination and people didn’t care to really talk to him, rather called him names and curse words. His last trip however would make a lasting impression on the city guards, how could it not have done so?

Moloc was asked to question a young man, an upcoming magistrate in the city for information, this wasn’t at all unusual, but this time it was someone he knew. One of the boys from the orphanage who blocked his way made something of himself, when Moloc approached him he was already weary of all the insults thrown at him and was in a bad mood. ”Excuse me sir, I’d like to have a word with you.”while he placed a firm hand on the man’s shoulder. The man turned around and they both stared at each other for a long time.
Then the young magistrate started to laugh. ”I’ve always asked myself as to what had become of you. A beggar I see, no definitely better off than in an orphanage.” The man continued laughing and making insults, Moloc felt his rage building again and pulled out a scythe from underneath his brown cloak. In a fit of rage and anger he cut down the man and his old enemy, slicing him in two and used his now massive hooves to beat his body even further. Shortly after he realized he did this quite in a public place, close to the city stables. The multitude of guards surrounding him, knocked him out quickly and when he awoke he was in a dark room, only dimly lit.
”Good, you’ve awoken. I don’t know why they just didn’t kill you, but apparently they saw your size and judged you’d be a better worker than a corpse. Welcome to the Salt Mines.” A sharp voice said. ”Bring him down to work.”
Moloc tried to free himself every day he woke again in the mines, it seemed to be of no use. Days became weeks, became months as he worked load after load of salt. When the day came he had enough he gave the chain with which he was bound to the ground a final enraged pull and broke it in half. Some other slaves and prisoners looked up excitedly, but he gave them no second glance, this was just for him.
The two guards that were on patrol were taken by surprise, choked to death by using his old fetters. He quickly gathered their gear, raided their guard post and tried to make his way out of the mines into freedom again. Survival was first on his mind, revenge followed right after that. He already tried to figure out how he could go after the guard captain of the mines.

As I already mentioned he's mostly a brute, with a special set of skills. He endures pain and knows how to dish it out, on and off the battlefield. He's actually also very sadistic, a trait that makes him very dangerous when people are not careful, though with people that treat him as an equal that might not be a problem.
Obviously he is a character that likes to get stuck into melee.


If this is still open I'd like to roll ahead and see if I can come up with something. Different ideas floating in my mind, but seeing as the group has two casters I'll let the sorcerer idea slide.

Focus=Strength=18
Dex: 1d10 + 7 ⇒ (5) + 7 = 12
Con: 1d10 + 7 ⇒ (2) + 7 = 9
Int: 1d10 + 7 ⇒ (5) + 7 = 12
Wis: 1d10 + 7 ⇒ (9) + 7 = 16
Foible=Cha=8

Hmmm interesting rolls. I hoped to get Con higher, but this might be an interesting Barbarian build. Reading through the OP, Barbarian will become LE right?

I'm thinking of a Demon-spawn Tiefling (Would fit well in the dumb but powerful category) or a Devil-Spawn Tiefling (for that would be more in tune with flavor).

His story in short, he is a red-scaled tiefling, very brawny, not so brainy. He was used as a mere underling for brutal extortions and intimidations, but he got carried away with his last mission, slicing his victim in two with his scythe/axe and stomping his head into the ground, before he realized he was in quite a public place.

He's proably going Barbarian (Invulnerable rager) into Pain Taster Prestige Class if that's okay with you DM.


Thanks for the consideration Wayne.

I'll be checking your game out from time time, inetrested to see how this works out.


Background Story:
Rasim had been living on the streets of a town called Dramwal as long as he could remember. Being an orphan, he knows little of his parents aside that they had died.
An old priest at the orphanage told him at the age of 10 that they were murdered by a beast as black as night. On the full moon night it had torn them up when they returned form their work at the local inn. Only a bloody trail and their ripped-up clothes were found as evidence.

Eventually when the old priest had died, he was thrust onto the streets at age 14. There he learned early on to keep in the shadows is to avoid a beating and survive and to surprise an opponent is to win. the hiding counted double at moonless nights, when wild animals or worse roamed the streets.

Stealing and fighting mainly to stay alive, he got quite good at approaching people from behind and emptying their pockets or ending their lives if it was called for.
One night, when he was 18, he saw the black wolf-like creature himself, tearing at doors and windows, attacking dogs outside. Rasim silently followed him over the rooftops, bent on revenge. At the break of dawn the creature entered the orphanage house where Rasim had grown up. Rasim followed and saw the creature change into its human self again, the head priest that thrust him out onto the streets several years ago.
He grinned as he turned towards Rasim: "So you know my secret. You'll be the next, don't worry."

At that point Rasim threw one of his daggers right at the the priest, killing him as the dagger sank into his throat. Unfortunately someone saw him do that and he is on the run ever since, now knowing that there are probably others like him in the world.

Living a life on the run, Rasim decided things needed to be changed and forgo his old birthname, Rasim Shadowhood, taking on a nickname: The Shaded Blade, a thief for hire, specializing in the (nightly) stalking of suspects.

He used to be a bit of a loner, but he jumped on the opportunity when heard of a retired 'hunter' in a town ahead. Rumours abound that this veteran killed many thing that were not human. Rasim thought of this as a perfect chance to encounter like-minded people, perhaps with experiences like his own.

Hope this background is in order, let me know what you think.
Edit: Also updated his skills, HD etc to match lvl 3, only things not updated is his gear.


I might fit that role, original campaign went dead on us, so now Rasim is free to fill up another spot somewhere.

Need to fill in the remaining points and lvl, adjust his back story a bit, let me know if you want me to.

Simply put, a knife in the dark kinda rogue (knifemaster archetype) that does many things to stay alive, he snekas, spies and translates when he doesn't stick his knife in an opponent.


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

Hope so too, guess we should be off to find another game for them.


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

"Knocking on a dead man's door would only bring problems I'd say."

Rasim opens the door if it is unlocked and peers inside.

Perception: 1d20 + 6 ⇒ (19) + 6 = 25


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

Good luck to you Wodin/Seranov, hope to play another game with you when you get the time.

Take care mate.


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

"Be my guest in opening the door Froth, though I'd suggest trying to see if it's open before kicking it down."

Rasim smiles to himself as he says that


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

"Please don't call on bad luck for us Froth." Rasim says with a sigh as he examines the door himself.

Perception Blue Door: 1d20 + 6 ⇒ (4) + 6 = 10


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

Rasim waves Froth over to check on Gow, taking Wodin with them as they leave


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

"Yeah, you're right, we might need all the help we can get."


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

Still here as well, wonder why it died out all of a sudden


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

"If you're done playing Froth, can we check out that door to the right?"

Rasim nods his head in the direction of the blue door


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

"Aye you are right about the traps, but can't you keep it down a little?"

Seeing Froth pick up a loose rock and toss it, he sighs deeply "Never mind..."

As he searches around for traps anywhere in the vicinity of the previous room.
Perception: 1d20 + 6 ⇒ (5) + 6 = 11


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

"Hmm... bugger, I hoped there would be something more interesting. Shall we check out the door to the right of us Froth?"
Meaning the blue door


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

Yea I meant a torch

Rasim follows the hulking Orc, following him quietly and slowly. He sees Froth checking out the door. Rasim steps a bit closer and points things out that might be of interest on the door and around the room.

Perception Aid Froth: 1d20 + 6 ⇒ (11) + 6 = 17


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

"You're not the only one Vlagras, I didn't want to do this but curse this darkness."

Unless someone stops him he grabs a toch from his backpack and lights it.


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

Rasim will try if the door is locked or not, if it is he will try a disable device on it, though it will be on touch as there is no light.

Open Door: 1d20 + 8 ⇒ (13) + 8 = 21

If it is unlocked he will open it gently, feeling around for any would-be traps.

Trap searching: 1d20 + 6 ⇒ (11) + 6 = 17

"Let me just see to this door for a moment."


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

Rasim would like to continue on, though he is not at ease at all.
He follows the sliding Vlagras and Wodin into the room, daggers drawn and wary.

Is there any light in here?
"Let's check this room and head on. Let's hope we didn't make too much noise to be noticed with you two sliding down. I want to catch this robber of guards."

He tries to inspect the room and the door as best as he can, eyeing the forced door warily for anyone or anything coming through it.

Perception Room: 1d20 + 6 ⇒ (18) + 6 = 24
Perception Door: 1d20 + 6 ⇒ (9) + 6 = 15


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

Acrobatics: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21
The agile rogue hops down after Froth without any difficulty.

Seeing Wodin slip and fall, he decides to help him up on his feet first before going further.

"Careful about that step Wodin."
He snickers a bit "I thought that dwarves were at home underground."

Rasim then moves behind Froth also trying to spot or hear anything else along the tunnel other than darkness or dwarves slipping.

Perception: 1d20 + 6 ⇒ (19) + 6 = 25


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

Rasim would probably investigate further together with Froth as the first two, hoping to see a glimmer of light further in the tomb that Rasim could approach silently.

Since nothing was mentioned about seeing anything, He'll explore 20-30ft further into the tomb until he comes at a crossroads.


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

I guess Rasim leads the way and Froth follows second

Rasim shivers as he goes further into the tomb, the stench of the long dead is not something he is used to. He slowly walks a few steps further, hoping to find a glimmer of light further down the way. walking about 10 feet further

If he doesn't see anything, Rasim waves the rest over and continues on.


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

Rasim follows Froth into the tomb, looking around will probably not work so he'll listen carefully as he descends a bit further.
Perception: 1d20 + 6 ⇒ (17) + 6 = 23

"We must be careful here. Froth, you can see in the darkness right? Can you be stealthy as well? Best if we can use every advantage here."


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

It's still dark I take it? Also Rasim has put on his Chain Shirt again

As soon as the thief leaves, he gestures to Froth and Wodin, implying watch me if it's a trap or not. [ooc]How far off the group of thugs are we?

Rasim hides in the shadows, following him slowly, keeping a safe distance. Intent on watching if they go away or about to attack.

Stealth: 1d20 + 9 ⇒ (13) + 9 = 22, weapons steady in his hands.
to listen or see depending on vision Perception: 1d20 + 6 ⇒ (10) + 6 = 16


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

Rasim listens closely to the argument Wodin and the old man have.
"The old man has a point, but as Wodin said we ain't aiming to rush in blindly, we will go see what we can there, gather some info and try and stop that man or whatever he is. Besides I'd sleep much better if I know there wasn't any undead roaming around the village"

That being said he is ready to follow the thief as well


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

"You're welcome to tag along Froth, but if the bandits clear out I might want to scout a bit ahead in the tomb, just to get some information perhaps who the tomb belonged to. For we can use every piece of information."


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

"We could at least investigate it, I'd be happy to scout out a bit ahead for us. No sense in getting rusty in my skills"


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

Rasim eyes the the money being exhanged between the thief and old man, after that is done, he turns to the thief as the old man walks back into the house.

"Well, now that is over, how about you show us the way to that grave site hmm?"
"Come on guys, we need to get moving if we want to catch that graverobber soon."


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

"My point exactly Gow. Our problem now is not the theft of chickens anymore nor the thief for that matter, we're now dealing with ,'hopefully', a normal graverobber that needs punishment."


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

"I'm with Froth on this Wodin, at least let him pay the old man for the chickens, after all he could have bought them instead of stealing them."

Rasim tends not to act too inconspicuously as he said that last part, feeling a bit like a hypocryt.

"It would be fair to all parties, he pays the man back, we don't rat him out and he helps us put an end to the graverobbin' that's happenin'"


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

"I agree with you on that Vlagras, graverobbers they might be, but if they are more than that, not much sense in stirring up a panic in the town"

Strange indeed being a graverobber and then go into a grave for 4 days, something is up, I know it. Finally the adventure I seek, though I'd rather fight in a less cramped spcae than a tomb, but hey, treasure!

A Slight grin appears on Rasim's face


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

"So you are a thief and accomplice of a graverobber" Rasim shakes his head "My, my, I wonder what the town's sheriff has in mind for you. You do know that he is a very strong man, right? Hate to see you all lose your face about that"

Bluff: 1d20 + 4 ⇒ (15) + 4 = 19

Thought I had Intimidate, using Bluff instead


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

I think Rasim would be on the roof of the chicken coop

Rasim readies himself to jump off the roof on the figure, using acrobatics when the humanoid figure reaches the Silent Image of the sleeping chickens cast by Gow.

Acrobatics (to fall softly): 1d20 + 8 ⇒ (12) + 8 = 20
If need be an acrobatics check to cover 10 feet: 1d20 + 8 ⇒ (17) + 8 = 25
Rasim jumps off the roof gracefully and lands on the thief.

I'll attempt to land on him and grapple him: 1d20 ⇒ 12
He tries to grapple the humanoid figure, but can't seem to grab him as tightly as he wanted to

"No escape for you!!" Rasim shouts as he lands hoping to alert the others


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

Yes, yes it would be a 31


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

Rasim will probably be somewhere near the chicken coop, hiding behind a pillar or something. If there is no pillar he'll be up on a roof near the chicken coop

When night falls and everyone gets to his place, Rasim gets his chain shirt off and stows it with his comrades, then climbs/hides away waiting to ambush the chicken thief. Eagerly waiting and listening for any signs of someone approaching.

If I could take 20 on this I would take it, preparation and all

Stealth: 1d20 + 11 ⇒ (4) + 11 = 15
Perception (listen): 1d20 + 6 ⇒ (6) + 6 = 12

rats, hopefully his perception sucks...


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

"I intend to capture the thief, if he attacks me or Birdy NumNum feel free to step in Froth and he is all yours. I'd like to know if this thief is just stealing for his life, for money, or something else."

"Every help would be appreciated Wodin," Rasim says as he is about to follow Gow back to the inn, "Though stay out of sight as much as possible to not alert him of our presence."


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

"I'll take the night's watch on the farm tonight regardless. Hopefully Birdy NumNum will offer me some assistance, I'll go along with you Gow to see him."

"If you need me along for inquiries around town just let me know, okay"


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

Rasim turns to 'Blue Eyes'"Catching the thief in the act means retribution and stopping the thieving, though scaring him away is a short time solution, he could as easily come back"
But it always depends on how hard they are looking for you I suppose

Hearing Forth burst out into laughing, Rasim grins as well on his remarks, but then straightens his face. "Silvermane is actually a nice suggestion Froth"
"So shall we be off? Either planning for tonight back in the inn or perhaps some of you want to ask the villagers if they have seen the fox or something last night?"


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

Squatting on the ground Rasim looks up at the old man.
"Just be discreet about it, none have the need to know we think it is a thief rather than a fox" he pauses for a second "Nor that we aim to catch him tonight or any following nights"

He looks at everyone of the group. This 'thief' will probably bolt as soon as he hears someone aims to catch him"

"Trust me I know the sort of folk. However I don't know you, what is your name anyway, musician?"

Just as an introduction, we only heard your music, not your name


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

I'll try it as well, though doubting it would work
Survival: 1d20 + 2 ⇒ (9) + 2 = 11
guess not


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

"I'd praise you alot Froth, if you could follow these tracks further into the town, I doubt one could make much sense of them among the many steps in the centre"
Rasim says as he points to the tracks leading away from the range and into town.

Rasim looks around the house and chicken range for a barn or other good hiding spot, perhaps with a good view on the chicken coop, to be used later.


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

"Hmm, well this ain't a fox Lauf" Rasim says to the old man,
"And if it is a fox it is a rather strange one, he doesn't kill your chickens, just takes them with him"
Rasim nods quietly to himself as he looks at the tracks going into town.
This doesn't prove anything yet, though my hunch says it's a thief

He looks up at the group. "Well I have an idea for this, just answer me one thing Lauf, is there a chicken missing every night? If so we could catch him this night if we hold watch and perhaps bait" he looks slyly at Gow
"I already said you are not gonna like my suggestion" Rasim smiles faintly at the gnome.
He wallks up to the gnome and whispers in his ear

@Gow:
Do you think Birdy NumNum would mind being a chicken tonight?


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

Rasim walks along the fence looking down at the ground looking for footprints or pawprints or whatever, silently examining the ground, leaving the others with a clucking Gow and Lauf.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24 Very good, now I'm waiting for my luck to run out

I know he has no Survival to follow the tracks, though I am just looking for a single footprint or something that looks out of the ordinary


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

Rasim thinks about what he knows about foxes, while looking quizically at Gow as he clucks.
Foxes would go on a killing frenzy when they go into a chicken coop, so why is there no blood or feathers here? And why take only one chicken that doesn't add up

"Something is a miss Gow, this isn't the work of a fox, though it is always the easiest explanation... Might as well be a chicken thief, no signs of blood and only one chicken?"Rasim says as he continues to look about the yard.

"I might have an idea to catch whatever it is, though I doubt you would like it" He adds quietly, so as only Gow could hear

Are there any other signs of something that entered the chicken range other than a fox or a human? Foot or pawprints I mean


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

Rasim lets Wodin, Vlagras or Gow do the talking as he leans on the fence of the chicken range, looking for any signs of a fox or something else.
Taking in as much information as he can of the site and surroundings.

Perception 1d20 + 6 ⇒ (19) + 6 = 25


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

Rasim nods. "I do need some sort of work, not just for some money, but also to keep me busy, I'd lose my touch when sitting idly by"

Rasim walks towards the window closest to the door and looks out at the man (if he is still cursing that fox) that complained about his chickens.
Chickens eh?

He walks to the door and opens it, while standing in the doorway he looks back to his new comrades. "You comin'?"
And he walks out the door, towards the man that shouted about the damned fox


Status:
HP: 23/23; AC: 18, T: 14, FF: 14; CMD: 16; Fort: 2, Ref: 7, Will: 3; Init +4; Perception +8
Human Rogue (Knife Master) 1

Guess Rasim has a natural talent to blend in with his surroundings, Froth missed him sitting at the table

"Well Vlagras, I"Rasim almost swallows his words as the sound of creaking wood is heard from the staircase and Froth is coming down. rasim is startled by the sight, but doesn't show it as much.

Well now, I thought the orc was monstrous just because of his size, but hell.... Don't wanna meet him in a dark alley, usually it is the other way around

He shakes his head and snaps out of the sense of amazement, speaking to the elf again "What I wanted to say was, if you have any particular problems with a place in this town, I'll be happy to investigate it for you during the night"

Sounds of battle eh? Broken Scepters? sounds like there's wealth to be had soon